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Topics - Matthew Vitalone

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It would help out our workflow a lot if we could use data generated in our custom shader as the source channel for Displacement in Substance Painter.  We do all of our heightmap blending in our custom shader rather than in the Stack.  Since we are using a layered shader, we don't have height map data in the layer stacks.  Right now it appears the only places you can feed the Displacement is from the Height or Displacement stacks.  For Displacement to match our shader we need more flexibility in feeding the Displacement Source Channel.

I feel that with UE5 coming and the introduction of Nanite, the Displacement support in Substance Painter is going to become very important.


Hi, I'm trying to store a "layer_name" variable for a custom layered shader.  I tried using a sampler2d parameter to store the name in since that is the only GLSL data type that can contain string data.  That works, but the shader seems to be trying to load the non-existant texture and it is causing huge performance issues.  It goes from 60fps to 20fps when I store the data this way.  I also tried to just store the name as an extra parameter on the Materials array objects, and I can read it fine, but I can't find any way to set that extra parameter from within Painter.  The only parameter that it seems you can set from Javascript on the shader is the "value" parameter.  Is there another way I can store string values in the shader file and have them be editable by the user?

Ever since version 6.1.1 where this fix went in:
[Python] PYTHONPATH env var is not taken into account
Painter won't load at my studio unless we wipe out our PYTHONPATH environment variable.  All of our other art tools rely on that so we can't do that.  We can't upgrade past 6.1.0 because of this. 
Is there any guidance on how to get Painter to play nice with our existing PYTHONPATH variable?

I'm writing a Custom Exporter and would like to be able to reference data from the shader that is assigned to each Texture Set.  I'm simulating textures rendering at different resolutions in my shader, and I want to read that value so I can export the texture at the resolution that was simulated.  Is there any way to get a link from the TextureSet to the shaderID that is assigned to it?

Substance PainterSubstance Painter - Scripting - QML changes in 2019.3
 on: January 08, 2020, 12:29:55 am 
I had a pretty extensive custom QML UI built for a custom shader that runs correctly in 2019.2.  When I upgraded to 2019.3 it  is failing with some unhelpful warnings in the log.  I don't see any QML changes listed in the release notes for 2019.3.  Were there changes made that would explain why things stopped working?

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